fixes 2
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33
Protocol.cs
33
Protocol.cs
@@ -248,11 +248,24 @@ public class MapPathway
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public string? Name { get; set; }
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public bool IsWalkable { get; set; } = true;
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public double Width { get; set; } = 2.0;
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[JsonIgnore]
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public bool IsFullyReachable { get; set; }
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[JsonIgnore]
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public bool IsPartiallyReachable { get; set; }
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/// <summary>
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/// P11: True only when this pathway is unambiguously publicly accessible
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/// for foot traffic - no `access=private`, no `foot=no`, and the highway
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/// type itself is one we trust to be a place a player can safely and
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/// legally stand. Server-internal (JsonIgnore) - clients don't need it.
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/// Used by OverpassService.GetPubliclyAccessiblePositions to constrain
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/// task placement to "absolutely public" geometry per Bandwidth's brutal
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/// filter directive. Falls back to any-pathway-point when this set is
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/// empty (rural / forest / open-field scenario).
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/// </summary>
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[JsonIgnore]
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public bool IsPubliclyAccessible { get; set; }
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}
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/// <summary>Area like park or garden</summary>
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@@ -759,6 +772,24 @@ public class ReturnedToLobbyPayload
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public string Message { get; set; } = "";
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}
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// ── P12: Admin lobby manipulation event payloads ────────────────────────────
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// Broadcast by LobbyActor when an admin uses the new admin-panel endpoints
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// (force-phase, edit-settings). Spectators and live clients re-render against
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// these so they see admin overrides without having to reload.
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public class PhaseChangedPayload
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{
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public GamePhase Phase { get; set; }
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}
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public class LobbySettingsChangedPayload
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{
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public double Radius { get; set; }
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public int ImpostorCount { get; set; }
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public int TaskCount { get; set; }
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public string TiePolicy { get; set; } = "NoEject";
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}
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public class HostChangedPayload
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{
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public required string NewHostId { get; set; }
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